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7 D6 `# D0 o! }' Q8 _% i Ahttp://www.matrixgames.com/forums/tm.asp?m=3185062
: ~6 u) l5 c8 j" n1 D/ p
' b8 U% D c# P已经共享到岛群QQ和本论坛置顶资源帖0 J% Z# @. T+ i6 N, ]3 ?
8 A1 u* V9 D* D3 j7 z大量更新,详见列表:3 z3 L$ z9 s& l$ g6 m
. b! B" ~1 h2 C& i
S2 J- h$ z$ UChange History:8 f9 F; f9 m4 Z' }: a6 X
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): b' g5 h. b$ A
1. Seventh Update – This release is a comprehensive release updating all previous
2 b9 o9 h7 T$ _- qversions to v1.01.17 beta
6 x! Z- x8 q# a" m$ h2. Code Changes9 c& h2 V1 _+ s$ N4 ~: J
Fixed
% W. D1 ]+ q" z8 s+ ~( {1. Display of AF/Port icon between player saves based on player's intel
& H( W }+ k% A9 }3 h, I2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; I! q* f$ v& ?) jweapon list updated
! y: \+ u8 u, O/ Z5 ^0 q( I& _. M( r3. Reported cargo/troop safety values incorrect when no cargo/troop space
y/ _4 ~1 i* P9 ^8 M4. Allow smaller 'reserve' space for small groups on ships
/ }$ \! t3 a% ~; o5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) x; H' k$ C& m' H% ?6. Correct attacking plane count before final post-air combat8 q$ N7 L7 v7 ]9 I" {& X6 J
7. Pilot promotion may have occured in error sometimes1 c+ {% L& q4 _% S
8. Raid detect message sometimes dropped of the combat report
$ D& N2 G$ e- i% |9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
( l/ H B9 |6 o8 Z, G" Qgenerally
# y V" w6 k& P9 z6 o" O10. Some pilot-leader connections were being corrupted3 a: g4 U& l( g/ |4 @' \: k
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few, \5 Y j G3 ^4 C* p) }. m
other move issues due to the incorrect indicator8 b$ i( x( V5 z6 n& Y7 A
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) w8 _- O0 w/ Edamage
M, u' p' B; }0 X9 G13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool! F% \( I: o8 @4 j
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the) j& Z/ C5 }9 @: G& d7 n
date sort
$ I! l% k; d2 x- @15. ASW groups not allowed to attack sometimes
; k( Z7 s; [* w7 O" Q0 ^, ^16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" s. U: F- \3 y, A. L
HQ/LCU to jump to reinforcement queue y ^0 U2 x) B4 j6 t9 P# f: A2 Y$ _) s
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- l$ o6 l0 f& `5 t18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( A( q6 z% E! i) @
at start of AE but crept back in sometime during updates; }5 t5 r% b. e9 l8 S& C) v9 I e
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 U) ?2 M$ V0 A- V" {0 _) }( ifragment.
" z6 c! W8 ^$ o. l* G9 ]) q20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 ~" e; C) L+ i( x21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not5 M; W! X- Q0 @7 q
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full( R3 W3 ~8 g9 Z, F7 {
set
" w5 o8 ^+ K6 i3 M22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
L3 W0 r0 Y# _% u1 R2 c% X23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
; Y, H H. |, J: f7 O24. Bug caused F/FB to sometimes bomb at low altitude
5 n$ b0 b# N. G25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 R0 Z! g2 I6 y/ F8 t6 s' n: }occurring properly.2 f7 R% S8 }! n. k/ b2 v; z
26. Bug in Industry 'failed' indication not showing properly sometimes* O! U) m. Q% ^; {
27. Location check at scenario load to include small map sceanrios" M0 f8 i x! ]
28. Bug in air supply to fragments in a non-friendly base hex: Q6 q' n3 f- G% @* X) A
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' p9 B/ P" p% v# J) p$ n
being set to homebase before execution of the mission – ie was returning to base
% ?3 t; g: Q% G1 ]: ximmediately7 u* y! r% ^, b. h# ~
30. Error in Strategic map display% |6 X- g9 }! }! t# U( Q
31. Additional and stockpile options were not turned off when base was captured% ^" H9 | q. o
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on! _) d5 o2 l4 f3 b+ T
mouse over2 U, ^) J1 Z- D8 n- O9 m. ?; T
33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 v" y! d1 P) r. N# @4 @' Bchance to gain experience if >75% prepare and < 50% national exp level
6 X2 t7 h4 m V5 Y4 J; D& d# C! Y( ~6 @34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 {0 T# t/ \2 [- c) I
alleviate the incorrect experience gaining happening while in reinforcement queue
) I4 Q/ ^" K" f) P9 H4 V35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 G' f8 d3 L9 K. Y5 \* i
caused unit to jump “off-rail” and move overland
6 b- l: M; E/ P" h @) i: K36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 ~$ H+ G2 @3 ^4 @2 p* P! \5 p9 }37. Excessive accident messages on unload from TF reported- i+ G4 m- q B2 K5 O3 p$ H
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
: q- u) o7 k( E+ ]0 Imerged causing smaller size unit than expected8 Z. A4 P2 L. ~$ S, M* a
39. Corrected possible TOE error in scenario data load for inactive units+ a% f; A8 z$ e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) Y& z* T0 C. Q" o- X: b: Rhowever be allowed to do this.
% y3 A/ f5 S- o41. Possible CTD if sinking ship's load was a group
6 I1 G/ x+ @5 w7 V1 E* d' g42. Limit the number of devices built from resources per unit during LCU replacements; this
8 V2 r: v/ @' l# D+ e# Cwas causing an over production for that turn
6 \8 l/ g' R8 S3 V/ i2 }43. Retain day/night setting when creating group fragments# l' \2 V/ U3 e) }- V# l
44. Adjusted supply and fuel values in base list not to overrun the space
- v& w1 p5 m/ _1 O: l45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" p7 B" H- z$ E/ kadded YMS to Sweep TF in line with manual and code; h) e8 D: ~' ^& \6 B) F5 G' H' D
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the: S# l9 G* \" ?; \& h. ^
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
. P. n5 P: N! l. \3 Q7 Nrebuilding of destroyed units is not affected by this.
1 _3 N! n6 \+ F, H' p. G7 h$ K47. Carrier capable and trained text not showing together on Group screen& ~1 J: z# w' {
48. Handle any blank re-name changes by ignoring them
9 w( g* `+ H q k* g5 r49. Possible CTD when air fragments combine" S0 l3 g/ G/ C- b9 _- _
50. Unloading TF can freeze a LCU onto a ship under some conditions
( S3 t3 F+ [( q5 ]2 y4 V51. AI not behaving if main HQs missing (affects small map mainly)& \/ \7 ^* i! a$ _1 c
52. AI using AGC for normal land units – removed from TF if not needed
- t4 n3 c$ O. i+ _) H' U; |53. Soviet activation message not in Ops report7 ]+ j8 e: }9 f' {+ c
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( u5 t" C; I7 K; m; h9 n$ {
55. Clear Soviet air balance if not activated. Possible incorrect base switching2 L3 W0 n: P/ D7 M
56. Sub attack against docked TF not happening for port size <3
6 i! S3 Q4 o5 \3 Q9 C7 I: @& y; Q57. Unit type changing unexpectantly
" O1 g1 ~; d1 k58. Torpedo replacement on plane sometimes is missed
( r" Y- h$ e7 \+ x59. Double handling of overstacked supply requirements
. }( J1 B: _ y4 o- t60. Fixed alternate weapons for port attacks
$ j0 H+ a4 q% E0 b0 k% N61. Corrected weapon system damage to show after combat on ships in port rather than wait till |! K2 }/ P5 f) I5 G
sometimer in the ship repair cycle." u9 U- V# J* y9 ]! g# o; G/ T" @' I. `
62. Ship tonnage over 32K could cause repairs to fail
; a$ R7 ^0 p w+ y4 i' Q8 vNew. J: o$ E) c- F
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: Z0 w \$ q& |7 G. M2 Tport5 X: u& x8 M% Y- x
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
. [0 W) ^. ^4 Z+ i9 z, ~Tenders not counted
$ F1 T8 I1 z6 x3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 h0 x4 W+ g# F$ E% L4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* c+ y3 F& @- Y. N$ X/ j/ Xto remove damaged ships from TF
& q$ g- y; G K/ s" Q# r5 S% }5. New filter for “non-building” devices in Industry pool screen: m+ N* p+ c" c9 U# N! K
6. New filter for “non-building” aircraft in Air Replacement pool screen* h5 ]6 [* s6 ]; N) Z( e, T, M7 f# j
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% a+ ]6 o: [4 U. P0 ?1 Kmines (^) detected6 K) \/ d) Z* E3 X9 u* O1 B1 r- E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
$ Q, y5 @; i- G- `* h" h! Y& O‘button6..’ image files, then these will be shown. If not, by default there are shown as
5 ~2 ]; M; w3 pstandard parachute unit icons' J' v* n( [4 E( `. w# o; z; F
9. Air/port damage and building is shown in base mouse over( J4 J3 } g- }* V# |* L, Q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ q! r" Y. F6 y( X& k& c" l( W11. TF can be routed to stay within coastal hexes as much as possible
2 @; r' f$ U6 s5 V" m& @8 Q- l12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ H7 Y/ `7 N+ f) E$ [13. Added option on group and LCU reinforcement screen to turn off replacements
# e5 V( r) l9 Q$ ~6 j* W, t2 Q' l14. Current base can get supply returned to it when reserve planes returned which were* M, n! m7 d8 ?
originally supplied from another base
. V9 O% f" W! t! k- Y$ Q3 I% O) J; O15. Unit type filter on Troop Loading screen
' U% O* [' z8 N& e16. Report killed ground units if not in combat report( s: V+ L: C( z& y4 m* s# F
Changed
7 i1 v1 j/ h9 G9 q' f4 i1. AF of 8+ have AV support doubled for purposes of determing support for air operations( e8 F" {. e5 Q
(complements fix 18 above). g5 W" I- }; m$ q( ]
2. Permanently increased pilot array to 70K
% I7 N# P( }6 _2 T! @3. Increased number of air combat rounds are a factor of total aircraft involved
: \& L9 C/ i2 }4. Allowed submap to submap movement if land connected for land units. Should have been8 i$ b, u' c P9 O+ `# m' \3 w& m
so as per Andrew Brown
2 p! h( W8 t& ^5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
2 d. ^9 O# v0 L7 o- {3 rdelay toggle instead: l4 Y, f. }! F4 n0 o: d, ~2 |
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: B, @4 w' i) k; V; \# j; X2 f
maintenace a bit more
- w- D: V v* T( @; I8 X- d7. Support device replacements won't decrease the overall experience of LCU units. This does+ x- z. [* o4 ~" {/ A5 r
not alter the overall EXP change due when any replacements are received.' d {0 z1 a0 h! R* d; H
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: ^( p* q/ Z! g1 tbetween the two but could break current games.
) r% p) r# |. n* K6 O" m8 J9. Some LCU Prep points may be retained if unit is experienced/ p4 ]3 }' S L6 a# C2 E5 M. m
Notes
: m+ e% O% x- G6 I1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 @$ D1 w& d- J, Sshould not change player or HQ, even if not in play. These original HQs are used by the AI
- i q6 a: j5 o) ~; a- W7 wroutines so changing or deleting them can put the AI off. Changing other elements should
# n6 A: P' U1 I- L7 J# Qbe okay.' H) B! \) d4 ^/ z: O
2. Clarification to weapon filters for aircraft:7 ~& _- Z: r3 ]- z4 G+ F* K
PM_NAVAL_ATTACK 2 // used for naval attacks2 q2 D7 }+ Q# X0 ?% Z% x: M' ]
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) u) ~/ K5 {4 A# b2 L
PM_LAND_ATTACK 8 // used for land (ground) attack
0 C! }" V3 y \$ ~) iPM_PORT_ATTACK 16 // used for port attack
( U3 P5 N' w2 n- h- U9 RPM_AF_ATTACK 32 // used for AF attack' ?. B3 Z x4 ]+ i( Z2 b+ S8 |- L; ^
Dropped any reference to secondary values for land and AF as they served no special use.) c' B D# v! e7 }
Clarification changes
7 `; v8 a7 ]4 [1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# d1 o& R# F g1 Tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 M, k4 {- @$ N' y1 m* R7 E
MONGOLIA(91) or TANNU_TUVA(92).
+ c) {( e1 k/ V: _a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 Y3 [+ \. A2 t- Z" H' bb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 T4 P e! y, i9 S Ec. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
" y. E5 h' U& }4 C) |after Soviets are activated, but can’t move% V. @8 B$ U" m" }
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 }# h' H8 P/ d, c% b8 X7 W
disbanded in port.
+ W- P4 [+ m3 W1 n' G$ z5 ue. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" S+ a2 o, D+ y0 P! u( @7 k
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |